IanthePez
Senior Member

Registered: Nov 2000
Location: New Castle, IN USA
Posts: 265
Solo Mushpots by Lok

From Lok:
Just a quick feel for successful solo characters-

Mushpot= being in every guild possible for that race. Plan on playing a mushpot if you are going solo. We call them mushpots because they have so many guilds that they lack any kind of distinctive guild which defines the character.

1. Evil Human Mushpot- very nice if you can not decide what to be. Not very good for a first character as you will have a tough time with vision, poison, and disease.

2. Saris Mushpot- A great starting character, begin as thief, plays as a classic magic user/thief. Saris has the correct resistances to go fairly deep fast on his own. The main weakness of a saris is fighting ability. If you like swings and critical hits, play something else. The high dex of Saris means you get first strike alot and solid defense.

3. Dwarf Mushpot- Covers all essential guilds, only weakness is it lacks mage, which makes return creature quests more difficult. When you play a dwarf, you tend to rely upon things like twisted bracers and slavers whips for companion cannon fodder.

4. Good Elf Mushpot. This is the classic figher/magic user combo. If you like opening chests, you will always be frustrated with elves. Elven strength is low so you do not hit that hard. Elves can not be beat in terms of magic guilds and mana.

5. Evil Troll Mushpot- Play this if you want a streamlined character with swings as a focus. Trolls lack levitation and tend to fall into pits. Villain with its morkals can compensate (IE fall into pit, then heal back with draining on other side). Barbarian gives you average thieving skills and magic entry.

6. Neutral Human Mushpot- Play this if you want both mage and warrior for your neutral character. Most people usually decide which tradeoff they can live with to get the dwarven or saris resistances. A fantastic start for this is having the stats to qualify immediately for warrior and barbarian.

7. Giant Mushpot- your main strength here is hitting very hard with a weapon. All your guilds permit heavy armor/weapon usage. Your main frustrations are healing (can be somewhat offset by a big pile of dust of healing) and mass kill (can be offset by using the neutral aligned ring available in the shop).

8. Ogre Mushpot- well you get great vision, breathing and resistances, but you have serious weaknesses. Play neutral or evil. Play neutral if you want to group with other characters and want that mass kill ring, play evil if you want the cloak of night which boosts your low dex and grants invis with summon shade. You should play neutral or evil so you can be barbarian and have some thieving. Like giant you will be frustrated by healing and mass kill, and like troll you have a problem with pits.

9. Gnome Mushpot- Play this if you want to be a mage more than anything else in the whole world. Frankly I find any other race beats out gnome.

10. Yeti Mushpot- Play evil for barbarian. Yeti is a great underwater rescuer, and the combo sorcerer/mage is wonderful for general spell problems. Resistances and racial penalty are great. Your weakness is con and hp. I would generally skip villain unless you really really want that dagger of she'tal.

Note: The text within this page is copyright Artifact Entertainment LLC All Rights Reserved